The Score: The heir apparent of your city's nobility, Prince Heinrich, has just celebrated his wedding nuptials with the Lady Mernau, the fair and somewhat older daughter of the Duke of Okkuz. Their honeymoon journey will consist of a carriage caravan transporting the happy couple and their respective entourages between Okkuz and your fair city. Though most of the gentry assume that this is just an overly public and traffic-causing ceremony, you've learned that the real purpose of this cross-kingdom convoy is to transport all of the new princess's worldly possessions to her new home.
Why It's Impossible: There is never a point where the caravan is unguarded. Soldiers from both Okkuz and your home city have been assigned to protect the newlyweds, not to mention the constant swarm of servants, drivers and other support personnel. If even one carriage goes missing, the entire procession will lock down and the militaries of both cities will be tasked to bring you in at any cost.
- The aforementioned swarm means that disguised folks can easily 'join up' with the caravan, provided that they have a good enough story.
- At night, the caravan runs on a skeleton crew of paid professionals. If they can be distracted or misdirected, the rest of the caravan will be relatively unprotected.
- Lady Mernau's entourage only contains a single wizard, Flidwick Pontos, who tends to enjoy a good drink. From what you can gather with your magical senses, only the prince and princess's carriages are protected by spells.
- Brooch Bug HD 1d4; AC 4 ; Atk 1 bite (1d2 + paralysis); Move 9; Save 18; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person; Paralytic Bite (Save or Paralyzed for 2d4 turns)
- Lantern Sentry HD 1; AC 6 ; Atk 1 flame spout (1d6 fire damage); Move 9; Save 17; CL/XP 1/15; Special: Immune to Sleep, Charm, Hold Person